As whelps of the Licktoad tribe just out of their swaddling cages, the goblins Chuffy, Mogmurch, Poog, and Reta must prove themselves by undergoing a series of challenges, from tying a string to a large spider and shouting insults with hot rocks in their mouths to facing off against a goblin bully and his dimwitted minions. As a final test of their mettle, they must make a dangerous (and smelly) trek to claim a toad from the nearby swamp and present it to the terrifying presence that lurks within the Cave of Darkfear, only after which can they truly call themselves goblins! Part 4 of We be Goblins series
For millennia, a complex plot has brewed in a demonic jungle on the surface of the moon—a plan by the patient and sinister succubi of the Moonscar to kidnap and brainwash the people of Golarion. Now a long-dormant portal linking the moon to Golarion has returned to life, accelerating the demon queen’s designs. Only the brave PCs can venture to the surface of the moon, navigate the treacherous Abyssal jungle called the Moonscar, and delve into the depths of the Insatiable Queen’s subterranean palace of torture, seduction, and depravity.
The Rise of the Runelords Adventure Path begins here, in the small coastal town of Sandpoint. Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes! In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.
The Wormwood Mutiny is the first in the Skull and Shackles Adventure Path by Paizo. The adventurers wake to find themselves press-ganged into the crew of the pirate ship Wormwood, the vessel of the nefarious Captain Barnabus Harrigan. They'll have to learn how to survive as pirates if they're to have any hope of weathering rough waves, brutal crew members, enemy pirates, ravenous beasts, and worse. But when fortune turns to their favor, it's up to the new crew to decide whether they'll remain the pirate's swabs or seize control and set sail for adventures all their own.
Uncover a world of adventure and claim your fortune in Pathfinder Online: Thornkeep! This detailed sourcebook contains everything a GM needs to run adventures in and around the dastardly town of Thornkeep, as well as several deadly dungeon levels and a sneak peek at the upcoming massively multiplayer online game Pathfinder Online.
When an old beggar shows up filthy and injured on the doorstep of the Augustana Pathfinder Lodge in Andoran and demands to be recognized as Andoran's one true Emperor, Venture-Captain Wallace is inclined to chase him off. But when the old beggar reveals a wayfinder and tells a tale of demons and portals to another world beneath the streets of Augustana, Wallace summons you from Absalom to investigate. Will you make it through sewers, swarms, and sanctuaries to uncover the truth or will the dangers of the Augustana underworld consume you forever?
Venture-Captain Calisro Benarry has arranged for the PC's transport to the pirate haven of Port Peril to make contact with Free Captain Stella Fane and negotiate a contract with her, facilitating Society movements through the pirate blockades in the area. The job seems simple: track down the the pirate captain, secure the agreement, and then return to Absalom. But few things are simple when a den of villainous pirates is involved, and it's unlikely the PCs will be able to leave Port Peril without throwing a few punches in a proper pub brawl!
Venture-Captain Juberto Savarre plans to retire soon, and he’s set his sights on spooky Dralkard Manor in southern Andoran. With the locals swapping tales of hauntings and missing persons, Savarre sends Pathfinders in to uncover the truth. Are the stories just tall tales or will the Pathfinders find themselves drenched in blood at Dralkard Manor?
Now that the ruined pyramid tombs of the ancient emperor-gods of Osirion are finally open to exploration, the race is on to plumb their depths and rescue their priceless treasures. Entombed with the Pharaohs is a desert adventure written by Michael Kortes that pits players against rival adventurers bent on getting to the treasure first as well as the vicious monsters and lethal traps set to stop them from their plunder. Ancient secrets and wealth beyond imagination await you in the pharaohs' tombs—will you be the first to find them?
The strange city of Carrion Hill has long loomed over the surrounding swamps in eastern Ustalav, yet its rulers have shifted many times through the centuries. Often enough that only a few sinister scholars and curious minds know the true nature of the hill’s original inhabitants—vile and depraved cultists of the Old Gods. Yet this morning, a dreadful recrudescence rises from the depths of buried nightmare in the vaults below Carrion Hill. A monster stalks the twisted alleys of the city, spreading panic before it and leaving destruction in its wake. Can the Carrion Hill Horror be stopped?
Venture-Captain Bjersig Torrsen calls the PCs north to the town of Iceferry in the frigid Land of the Linnorm Kings. There, Bjersig informs the Pathfinders that he has a request from the family of a storied and long-dead Linnorm King. The family's patriarch, the warrior Hlavard Grenskuldr, appears to have perished in a shipwreck while wearing the family's heirloom, the gorget of the Linnorm King Grehunde the Sunchaser. For one hundred generations the family has passed this heirloom down from parent to child, until Hlavard sought to wear it on a journey to Valenhall as Grehunde herself had intended to do before perishing with the task unfinished. Unwilling to leave the relic to rust away in a watery grave, Hlavard's family has requested the Pathfinder Society's assistance in locating the shipwreck and retrieving the family treasure.
The logging town of Falcon’s Hollow has been through rough times—first a kobold tribe abducted the town’s children for an evil ritual, then an unknown force reanimated the defeated kobolds to attack the town. Now a horde of zombies approaches and a mysterious evil gathers power in the north, tainting wildlife and the buried dead, its presence hinting at ancient evils better left undisturbed.
A malignant cult has taken root in the mystical and magical realm of Jalmeray. Known and feared throughout distant Vudra, the cult of Dhalavei has expertly destroyed organizations and societies from within for millennia. Now a new sect of the sinister Cult of the Ebon Destroyers has its sights set on Thakur Kharswan of Jalmeray, and the magistrates and bureaucrats behind the throne must hunt down and eliminate the cult before the unthinkable happens. If only there were someone they could trust to behead Dhalavei's cult before the assassins do the same to their beloved ruler…
When devils slay the knightly leader of Arwyll Stead and orcs from the Hell's Fury tribe attack the town, all hope seems lost for the brave people living on Lastwall's border. The coincidental arrival of the mysterious half-orc Vegazi also raises unsettling questions, and it's up to the heroes to make sense of these events and end the Hell's Fury tribe's threat to Arwyll Stead once and for all. What does Vegazi have to do with the raiders' diabolical plot? Who will rally Arwyll Stead now that the town's icon has been cut down? And who is the mastermind orchestrating the orc tribe's alliance with devils from beyond?
For years, the pirate Captain Renlock sailed the coast of the Arcadian Ocean from the Shackles to the south to the waters of Varisia to the north searching for plunder and adventure—until one day his luck ran out. The ship was captured by a navy and the captain and his crew were apprehended and imprisoned. Years later, after the captain's death in prison, the four released crewmembers receive a message from the deceased captain pointing them to treasure he hid for them. This short Pathfinder 2nd edition adventure written by Jason Bulmahn is intended to be completed in a single session and includes four 5th-level pregenerated characters whose backstories and motivations tie closely into the plot of the adventure. This adventure can be easily incorporated into various virtual tabletops, run off of digital devices, or printed out and played at a table.
Tall tales of hidden riches are common in the pirate-infested taverns of the Shackles, but when Captain Varossa Lanteri claims to know the location of the secret treasure hoard of legendary Captain Jemma Redclaw, it seems she may be telling the truth. Captain Lanteri hires the PCs on as crew to help her assemble the magic key that will open the door to Redclaw’s treasure... and the ancient cyclops stronghold in which it’s hidden! Can the PCs survive long enough to claim their share of the lost loot, or will their enemies—or their allies—send them to a watery grave?
Trouble in Paradise The Ruins of Azlant Adventure Path begins with the adventurers standing on the deck of a ship ready to make landfall at their new home. However, dread settles in as they notice that the colony is empty and abandoned. Tasked with uncovering the whereabouts of the prior group of colonists, the adventurers go ashore and explore the deserted settlement. Uncovering strange evidence leads the adventurers across the island, where they encounter two survivors who can give them clues as to the fate of the rest of the first wave of settlers. Can the adventurers survive long enough to discover what truly befell the fledgling colony?
The sleepy town of Karpad in shadow-haunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi's rule have lived uneventful lives of relative peace. Recently, however, the outbreak of a virulent and fatal disease and a number of mysterious disappearances have left the people of Karpad paranoid and fearful. Even Baron Stepan has been acting strangely, and now the tenuous balance of racial tensions between Karpad's human and fetchling populations stands on the verge of collapsing into total anarchy.
The graduates of the Magaambya are known as some of the greatest wielders of magic in Golarion. Now it's time for a new group of students to take their first steps on the path to greatness. In Threshold of Knowledge, you take on the role of one of five students from the prestigious Magaambya, the oldest school of magic in the Inner Sea region. When a teacher goes missing, it's up to these new heroes to step up and solve a wicked mystery that threatens the existence of the Magaambya itself! Threshold of Knowledge is a short adventure for 1st-level characters that takes the heroes into the Magaambya and the nearby city of Nantambu. In addition, the five pregenerated characters provide a quick way to jump into the adventure right away in this exciting offering for Free RPG Day! Grab some dice and some friends and play the role of new heroes in training!
A deadly storm shipwrecks the passengers and crew of the Jenivere upon infamous Smuggler’s Shiv, an island off the coast of the jungle realm of Sargava. If they’re to have any hope of escaping the notorious pirates’ graveyard, the survivors will need to band together to outwit the isle’s strange beasts and legendary menaces. But can the PCs unite the swift-to-squabble castaways, especially when several seem to have mysterious goals of their own? And does Smuggler’s Shiv hide secrets even deadlier than its desperate denizens? This is part one of the Pathfinder Adventure Path "Serpent's Skull", but can be played as a standalone adventure that lasts approximately 10 four-five hour sessions. Great for first time dungeon masters. This is not a seafaring adventure. The PCs are shipwrecked on an island for the entire duration. This adventure ends with (hopefully) the PCs finding a way off the island (reaching level 3). It is therefore a great starting adventure with a definitive conclusion. After this module, you can continue with part two or change into your own homebrew.